Hi I've started building a custom map for Mirrors Edge using the UTE, I've hit a problem though because when i play the level in the editor Faith only seems to stay alive for 15-30 seconds if you do any sort of movement. I was just wondering if I was missing something or if there is a fix for this.

You might want to check your custom collisions. I've had a problem where two collision meshes on one object intersected and caused them to stretch into infinity. So when my character got stuck in those collisions (which ran all across the whole map), he would instantly die. I think alt-c turns on collisions in the editor. Check if you see anything unusual there.

Also - how do you mod Mirror's Edge? Did they ship an editor with the game? If so, I might get it just to figure out their light and material setups and if it can be recreate with UDK standard lightmapper.

SinKing wrote: Also - how do you mod Mirror's Edge? Did they ship an editor with the game? If so, I might get it just to figure out their light and material setups and if it can be recreate with UDK standard lightmapper.

Someone figured out that the developers left the editor in. IIRC it wasn't fully functional but feel free to snoop around.

That is very interesting, thanks for the info! I think I'll finally get the game, since it always interested me and the bonus of having an editor is really enticing. I wonder what EPIC has to say about cases like this, because I think they sell their engine case based, so you don't automatically get to distribut an editor or allow for DLC with the purchase of an Unreal Engine 3 license.

Would you say you found any interesting things in there you cannot find in UDK? For example the cleanliness of ME models is interesting, because I expect them to use pretty large Lightmaps for that. Whenever I make content for UDK it looks a bit dirty because of the lightmap resolution. Only way to change this for me, is to make more separate object with bigger lightmap sizes (which, of course makes the rendering more expensive). I'm really into this now, thanks ^^

Yeah I read about it in the meatime. Seems they used image based lighting, as well. That's what annoys me about UDK. You don't get the great lightmapper, you don't get a bunch of other features, yet EPIC makes it look like "made with UDK" is the same like made with Unreal Engine 3. In the end, if your project is serious, you'll probably end up buying UE3 anyway.

Also - Unity can do both, image based lighting and it has the Beast renderer - though not in the same complete version that UDK uses.